

The global Animation, VFX & Game market size was valued at USD 442960 million in 2023 and is forecast to a readjusted size of USD 543560 million by 2030 with a CAGR of 3.0% during review period.
Animation is the rapid display of static images in a way that creates the illusion of motion. Nowadays animation is used mostly in motion pictures and videos, plus some computer applications, such as moving icons, and in video games. Like photographic cinema, animated video usually incorporates sound for dialog, musical accompaniment, and other effects. But unlike photographic cinema, it can depict anything that the animation artist can imagine visually, and therefore it is especially useful for telling stories with fantasy elements that would be hard to stage in reality. Animation is also used to create special visual effects within movie productions that otherwise use traditional photographic methods.
China is the largest market with about 26% market share. United States is follower, accounting for about 22% market share.
The key players are Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal, Warner Bros, Framestore, TOEI ANIMATION etc. Top 5 companies occupied about 13% market share.
The report includes an overview of the development of the Animation, VFX & Game industry chain, the market status of Anime (Animation & VFX, Game & VFX), Film (Animation & VFX, Game & VFX), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Animation, VFX & Game.
Regionally, the report analyzes the Animation, VFX & Game markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global Animation, VFX & Game market, with robust domestic demand, supportive policies, and a strong manufacturing base.
Key Features:
The report presents comprehensive understanding of the Animation, VFX & Game market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the Animation, VFX & Game industry.
The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Animation & VFX, Game & VFX).
Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the Animation, VFX & Game market.
Regional Analysis: The report involves examining the Animation, VFX & Game market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.
Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the Animation, VFX & Game market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.
The report also involves a more granular approach to Animation, VFX & Game:
Company Analysis: Report covers individual Animation, VFX & Game players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.
Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards Animation, VFX & Game This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Anime, Film).
Technology Analysis: Report covers specific technologies relevant to Animation, VFX & Game. It assesses the current state, advancements, and potential future developments in Animation, VFX & Game areas.
Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Animation, VFX & Game market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.
Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.
Market Segmentation
Animation, VFX & Game market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.
Market segment by Type
Animation & VFX
Game & VFX
Market segment by Application
Anime
Film
Video Game
Market segment by players, this report covers
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Animation, VFX & Game product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Animation, VFX & Game, with revenue, gross margin and global market share of Animation, VFX & Game from 2019 to 2024.
Chapter 3, the Animation, VFX & Game competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and Animation, VFX & Game market forecast, by regions, type and application, with consumption value, from 2025 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Animation, VFX & Game.
Chapter 13, to describe Animation, VFX & Game research findings and conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 Hours) post payment.
1 Market Overview
1.1 Product Overview and Scope of Animation, VFX & Game
1.2 Market Estimation Caveats and Base Year
1.3 Classification of Animation, VFX & Game by Type
1.3.1 Overview: Global Animation, VFX & Game Market Size by Type: 2019 Versus 2023 Versus 2030
1.3.2 Global Animation, VFX & Game Consumption Value Market Share by Type in 2023
1.3.3 Animation & VFX
1.3.4 Game & VFX
1.4 Global Animation, VFX & Game Market by Application
1.4.1 Overview: Global Animation, VFX & Game Market Size by Application: 2019 Versus 2023 Versus 2030
1.4.2 Anime
1.4.3 Film
1.4.4 Video Game
1.5 Global Animation, VFX & Game Market Size & Forecast
1.6 Global Animation, VFX & Game Market Size and Forecast by Region
1.6.1 Global Animation, VFX & Game Market Size by Region: 2019 VS 2023 VS 2030
1.6.2 Global Animation, VFX & Game Market Size by Region, (2019-2030)
1.6.3 North America Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.4 Europe Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.5 Asia-Pacific Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.6 South America Animation, VFX & Game Market Size and Prospect (2019-2030)
1.6.7 Middle East and Africa Animation, VFX & Game Market Size and Prospect (2019-2030)
2 Company Profiles
2.1 Tencent
2.1.1 Tencent Details
2.1.2 Tencent Major Business
2.1.3 Tencent Animation, VFX & Game Product and Solutions
2.1.4 Tencent Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.1.5 Tencent Recent Developments and Future Plans
2.2 Sony
2.2.1 Sony Details
2.2.2 Sony Major Business
2.2.3 Sony Animation, VFX & Game Product and Solutions
2.2.4 Sony Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.2.5 Sony Recent Developments and Future Plans
2.3 Activision Blizzard
2.3.1 Activision Blizzard Details
2.3.2 Activision Blizzard Major Business
2.3.3 Activision Blizzard Animation, VFX & Game Product and Solutions
2.3.4 Activision Blizzard Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.3.5 Activision Blizzard Recent Developments and Future Plans
2.4 Microsoft
2.4.1 Microsoft Details
2.4.2 Microsoft Major Business
2.4.3 Microsoft Animation, VFX & Game Product and Solutions
2.4.4 Microsoft Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.4.5 Microsoft Recent Developments and Future Plans
2.5 Nintendo
2.5.1 Nintendo Details
2.5.2 Nintendo Major Business
2.5.3 Nintendo Animation, VFX & Game Product and Solutions
2.5.4 Nintendo Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.5.5 Nintendo Recent Developments and Future Plans
2.6 Netease
2.6.1 Netease Details
2.6.2 Netease Major Business
2.6.3 Netease Animation, VFX & Game Product and Solutions
2.6.4 Netease Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.6.5 Netease Recent Developments and Future Plans
2.7 Walt Disney Animation Studios
2.7.1 Walt Disney Animation Studios Details
2.7.2 Walt Disney Animation Studios Major Business
2.7.3 Walt Disney Animation Studios Animation, VFX & Game Product and Solutions
2.7.4 Walt Disney Animation Studios Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.7.5 Walt Disney Animation Studios Recent Developments and Future Plans
2.8 NBCUniversal
2.8.1 NBCUniversal Details
2.8.2 NBCUniversal Major Business
2.8.3 NBCUniversal Animation, VFX & Game Product and Solutions
2.8.4 NBCUniversal Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.8.5 NBCUniversal Recent Developments and Future Plans
2.9 Warner Bros
2.9.1 Warner Bros Details
2.9.2 Warner Bros Major Business
2.9.3 Warner Bros Animation, VFX & Game Product and Solutions
2.9.4 Warner Bros Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.9.5 Warner Bros Recent Developments and Future Plans
2.10 Framestore
2.10.1 Framestore Details
2.10.2 Framestore Major Business
2.10.3 Framestore Animation, VFX & Game Product and Solutions
2.10.4 Framestore Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.10.5 Framestore Recent Developments and Future Plans
2.11 TOEI ANIMATION
2.11.1 TOEI ANIMATION Details
2.11.2 TOEI ANIMATION Major Business
2.11.3 TOEI ANIMATION Animation, VFX & Game Product and Solutions
2.11.4 TOEI ANIMATION Animation, VFX & Game Revenue, Gross Margin and Market Share (2019-2024)
2.11.5 TOEI ANIMATION Recent Developments and Future Plans
3 Market Competition, by Players
3.1 Global Animation, VFX & Game Revenue and Share by Players (2019-2024)
3.2 Market Share Analysis (2023)
3.2.1 Market Share of Animation, VFX & Game by Company Revenue
3.2.2 Top 3 Animation, VFX & Game Players Market Share in 2023
3.2.3 Top 6 Animation, VFX & Game Players Market Share in 2023
3.3 Animation, VFX & Game Market: Overall Company Footprint Analysis
3.3.1 Animation, VFX & Game Market: Region Footprint
3.3.2 Animation, VFX & Game Market: Company Product Type Footprint
3.3.3 Animation, VFX & Game Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations
4 Market Size Segment by Type
4.1 Global Animation, VFX & Game Consumption Value and Market Share by Type (2019-2024)
4.2 Global Animation, VFX & Game Market Forecast by Type (2025-2030)
5 Market Size Segment by Application
5.1 Global Animation, VFX & Game Consumption Value Market Share by Application (2019-2024)
5.2 Global Animation, VFX & Game Market Forecast by Application (2025-2030)
6 North America
6.1 North America Animation, VFX & Game Consumption Value by Type (2019-2030)
6.2 North America Animation, VFX & Game Consumption Value by Application (2019-2030)
6.3 North America Animation, VFX & Game Market Size by Country
6.3.1 North America Animation, VFX & Game Consumption Value by Country (2019-2030)
6.3.2 United States Animation, VFX & Game Market Size and Forecast (2019-2030)
6.3.3 Canada Animation, VFX & Game Market Size and Forecast (2019-2030)
6.3.4 Mexico Animation, VFX & Game Market Size and Forecast (2019-2030)
7 Europe
7.1 Europe Animation, VFX & Game Consumption Value by Type (2019-2030)
7.2 Europe Animation, VFX & Game Consumption Value by Application (2019-2030)
7.3 Europe Animation, VFX & Game Market Size by Country
7.3.1 Europe Animation, VFX & Game Consumption Value by Country (2019-2030)
7.3.2 Germany Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.3 France Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.4 United Kingdom Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.5 Russia Animation, VFX & Game Market Size and Forecast (2019-2030)
7.3.6 Italy Animation, VFX & Game Market Size and Forecast (2019-2030)
8 Asia-Pacific
8.1 Asia-Pacific Animation, VFX & Game Consumption Value by Type (2019-2030)
8.2 Asia-Pacific Animation, VFX & Game Consumption Value by Application (2019-2030)
8.3 Asia-Pacific Animation, VFX & Game Market Size by Region
8.3.1 Asia-Pacific Animation, VFX & Game Consumption Value by Region (2019-2030)
8.3.2 China Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.3 Japan Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.4 South Korea Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.5 India Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.6 Southeast Asia Animation, VFX & Game Market Size and Forecast (2019-2030)
8.3.7 Australia Animation, VFX & Game Market Size and Forecast (2019-2030)
9 South America
9.1 South America Animation, VFX & Game Consumption Value by Type (2019-2030)
9.2 South America Animation, VFX & Game Consumption Value by Application (2019-2030)
9.3 South America Animation, VFX & Game Market Size by Country
9.3.1 South America Animation, VFX & Game Consumption Value by Country (2019-2030)
9.3.2 Brazil Animation, VFX & Game Market Size and Forecast (2019-2030)
9.3.3 Argentina Animation, VFX & Game Market Size and Forecast (2019-2030)
10 Middle East & Africa
10.1 Middle East & Africa Animation, VFX & Game Consumption Value by Type (2019-2030)
10.2 Middle East & Africa Animation, VFX & Game Consumption Value by Application (2019-2030)
10.3 Middle East & Africa Animation, VFX & Game Market Size by Country
10.3.1 Middle East & Africa Animation, VFX & Game Consumption Value by Country (2019-2030)
10.3.2 Turkey Animation, VFX & Game Market Size and Forecast (2019-2030)
10.3.3 Saudi Arabia Animation, VFX & Game Market Size and Forecast (2019-2030)
10.3.4 UAE Animation, VFX & Game Market Size and Forecast (2019-2030)
11 Market Dynamics
11.1 Animation, VFX & Game Market Drivers
11.2 Animation, VFX & Game Market Restraints
11.3 Animation, VFX & Game Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
12 Industry Chain Analysis
12.1 Animation, VFX & Game Industry Chain
12.2 Animation, VFX & Game Upstream Analysis
12.3 Animation, VFX & Game Midstream Analysis
12.4 Animation, VFX & Game Downstream Analysis
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
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*If Applicable.